The great simplification: every vintage gate collapses, the count restarts at 1
All 50 rooms were retired (backed up on the droplet and in Spaces), so no ledger needs an old branch to replay: forty revisions of deckRev gates fold into one canonical ruleset — the newest behavior everywhere. The ward's arming, the idiot's steering, the lazy illusion roll, the legacy redirection swap, and the flat wave all leave with their gates; RULES_REV restarts at 1 for whenever the rules fork again. Old-vintage test pins go with them. The opening screen now quietly drops seats whose rooms the server no longer knows, instead of listing them "unreachable" forever. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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@@ -339,8 +339,8 @@ describe("cast modifiers", () => {
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target: { kind: "player", playerId: defender },
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});
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state = must(state, defender, { type: "counteract", instanceId: "reverse#R" });
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// REVERSE is a total stop of the harm: the attacker's pass settles it.
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state = must(state, attacker, { type: "pass" });
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state = must(state, defender, { type: "pass" });
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const d = state.players.find((p) => p.id === defender)!;
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expect(d.life).toBe(19); // gained 4 instead of losing it
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expect(d.lostTurns).toBe(1); // the stun still applies
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@@ -349,7 +349,7 @@ describe("cast modifiers", () => {
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describe("holding the door open (Pick Lock / Master Key)", () => {
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function doorRig() {
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let { state } = createGame({ playerIds: ["holder", "guest"], seed: 42, sets: ["basic"], deckRev: 14 });
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let { state } = createGame({ playerIds: ["holder", "guest"], seed: 42, sets: ["basic"] });
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state = toRound2(state);
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// Find a door edge; stand the acting player beside it.
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const view = boardView(state);
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@@ -410,9 +410,9 @@ describe("holding the door open (Pick Lock / Master Key)", () => {
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});
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});
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describe("a held door is an open doorway to the eye (rules rev 15)", () => {
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function sightRig(deckRev: number) {
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let { state } = createGame({ playerIds: ["holder", "pursuer"], seed: 42, sets: ["basic"], deckRev });
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describe("a held door is an open doorway to the eye", () => {
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function sightRig() {
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let { state } = createGame({ playerIds: ["holder", "pursuer"], seed: 42, sets: ["basic"] });
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state = toRound2(state);
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const view = boardView(state);
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for (const [key, edge] of Object.entries(view.edges)) {
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@@ -431,7 +431,7 @@ describe("a held door is an open doorway to the eye (rules rev 15)", () => {
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}
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it("rev 15: the holder blasts the pursuer through the doorway", () => {
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let { state, cell, side, holder, pursuer } = sightRig(15);
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let { state, cell, side, holder, pursuer } = sightRig();
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const pick = giveCard(state, holder, "pick-lock");
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state = must(state, holder, {
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type: "cast", instanceId: pick.instanceId,
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@@ -447,7 +447,7 @@ describe("a held door is an open doorway to the eye (rules rev 15)", () => {
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});
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it("an unheld unlocked door still blocks sight", () => {
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let { state, cell, side, holder, pursuer } = sightRig(15);
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let { state, cell, side, holder, pursuer } = sightRig();
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const pick = giveCard(state, holder, "pick-lock");
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state = must(state, holder, {
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type: "cast", instanceId: pick.instanceId,
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@@ -459,18 +459,4 @@ describe("a held door is an open doorway to the eye (rules rev 15)", () => {
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});
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expect(refused.ok).toBe(false);
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});
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it("earlier revisions keep the blocked sightline, hold or no", () => {
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let { state, cell, side, holder, pursuer } = sightRig(14);
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const pick = giveCard(state, holder, "pick-lock");
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state = must(state, holder, {
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type: "cast", instanceId: pick.instanceId,
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target: { kind: "edge", cell, side }, params: { hold: true },
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});
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const fb = giveCard(state, holder, "fireball", "FB", 1);
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const refused = applyCommand(state, holder, {
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type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: pursuer },
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});
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expect(refused.ok).toBe(false);
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});
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});
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